Change respawn behaviour
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@ -2,7 +2,7 @@
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// #RequireContext CSmMode
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// #RequireContext CSmMode
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#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
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#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
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#Const Version "2024-07-29"
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#Const Version "2024-08-12"
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#Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsThenTimeattack.Script.txt"
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#Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsThenTimeattack.Script.txt"
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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@ -79,6 +79,7 @@ StateMgr::Unload();
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***Match_Settings***
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***Match_Settings***
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***
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***
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MB_Settings_UseDefaultHud = (C_HudModulePath == "");
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MB_Settings_UseDefaultHud = (C_HudModulePath == "");
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MB_Settings_UseDefaultRespawnBehaviour = False;
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***
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***
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***Match_Rules***
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***Match_Rules***
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@ -192,6 +193,8 @@ StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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Round_IsTimeAttack = (Map_ValidRoundsNb + 1 >= S_RoundsPerMap);
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Round_IsTimeAttack = (Map_ValidRoundsNb + 1 >= S_RoundsPerMap);
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if (Round_IsTimeAttack) {
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if (Round_IsTimeAttack) {
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Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_GiveUpBeforeFirstCheckpoint);
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Round_TimeLimit = S_TimeLimit;
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Round_TimeLimit = S_TimeLimit;
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StartTime = Now + Race::C_SpawnDuration;
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StartTime = Now + Race::C_SpawnDuration;
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SetTimeLimit(StartTime, S_TimeLimit);
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SetTimeLimit(StartTime, S_TimeLimit);
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@ -204,6 +207,8 @@ if (Round_IsTimeAttack) {
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UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_PrevTime);
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UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_PrevTime);
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} else {
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} else {
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Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_NeverGiveUp);
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UIModules_Server::Private_CustomizableModule_SetProperties("Rounds_SmallScoresTable", UIModules_Common::K_ModuleProperties {
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UIModules_Server::Private_CustomizableModule_SetProperties("Rounds_SmallScoresTable", UIModules_Common::K_ModuleProperties {
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Position = <-158.5, 40.>,
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Position = <-158.5, 40.>,
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Scale = 1.,
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Scale = 1.,
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